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Use fipr in CMatrix::Rotate, simplifies it so it doesn't ICE
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@ -404,18 +404,31 @@ CMatrix::Rotate(float x, float y, float z)
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float z2 = sZ * sY - (cZ * sX) * cY;
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float z3 = cX * cY;
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this->rx = x1 * rx + y1 * ry + z1 * rz;
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this->ry = x2 * rx + y2 * ry + z2 * rz;
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this->rz = x3 * rx + y3 * ry + z3 * rz;
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this->fx = x1 * ux + y1 * uy + z1 * uz;
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this->fy = x2 * ux + y2 * uy + z2 * uz;
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this->fz = x3 * ux + y3 * uy + z3 * uz;
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this->ux = x1 * ax + y1 * ay + z1 * az;
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this->uy = x2 * ax + y2 * ay + z2 * az;
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this->uz = x3 * ax + y3 * ay + z3 * az;
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this->px = x1 * px + y1 * py + z1 * pz;
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this->py = x2 * px + y2 * py + z2 * pz;
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this->pz = x3 * px + y3 * py + z3 * pz;
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this->rx = fipr(x1, y1, z1, 0, rx, ry, rz, 0);
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this->ry = fipr(x2, y2, z2, 0, rx, ry, rz, 0);
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this->rz = fipr(x3, y3, z3, 0, rx, ry, rz, 0);
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this->fx = fipr(x1, y1, z1, 0, ux, uy, uz, 0);
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this->fy = fipr(x2, y2, z2, 0, ux, uy, uz, 0);
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this->fz = fipr(x3, y3, z3, 0, ux, uy, uz, 0);
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this->ux = fipr(x1, y1, z1, 0, ax, ay, az, 0);
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this->uy = fipr(x2, y2, z2, 0, ax, ay, az, 0);
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this->uz = fipr(x3, y3, z3, 0, ax, ay, az, 0);
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this->px = fipr(x1, y1, z1, 0, px, py, pz, 0);
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this->py = fipr(x2, y2, z2, 0, px, py, pz, 0);
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this->pz = fipr(x3, y3, z3, 0, px, py, pz, 0);
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// this->rx = x1 * rx + y1 * ry + z1 * rz;
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// this->ry = x2 * rx + y2 * ry + z2 * rz;
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// this->rz = x3 * rx + y3 * ry + z3 * rz;
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// this->fx = x1 * ux + y1 * uy + z1 * uz;
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// this->fy = x2 * ux + y2 * uy + z2 * uz;
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// this->fz = x3 * ux + y3 * uy + z3 * uz;
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// this->ux = x1 * ax + y1 * ay + z1 * az;
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// this->uy = x2 * ax + y2 * ay + z2 * az;
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// this->uz = x3 * ax + y3 * ay + z3 * az;
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// this->px = x1 * px + y1 * py + z1 * pz;
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// this->py = x2 * px + y2 * py + z2 * pz;
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// this->pz = x3 * px + y3 * py + z3 * pz;
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#endif
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}
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